Plastic Ships and Fuzzy Men is a game of miniatures combat, exploration, and discovery using toys as crew, and set in a whimsical edition of the Age of Sail. Cannon balls will fly back and forth, guaranteed. Buried treasure WILL be unearthed (and most likely re-buried). Scurvy stuffed dawgs will pit cutlass and musket against boarding pike, deck sweepers and the occasional Plunger of Ultimate Doom.

Ok, so here's where yuou go to sign up for the game. I hope to keep the game to 20 turns or less, so it will play starting November 12th thru most likely the end of the year. I'd like to do a couple of turns a week, but on the bright side, you can play whenever you can pop in - no specific time scale is either needed or required.

I will roll randomly for turn order each turn and will post the results.

Turn sequence as follows:1) commit actions2) assign crew for the following turn.

On turn #1, you can assign the crew to actions first, but after that, assignments will either remain the same as the previous turn, or captains will assign crew at the end of the current turn FOR the following turn.

The most commonly asked question... "What does 'commit actions' mean?"

On any single turn a crewman can commit any ONE of the following actions:

At the Wheel (allows one turn of any degree equal to or less than the Max Turn)Increase or decrease Speed by one hex (Navigation)Perpare to repel boarders (Marine Duty)Move Cannon (arc of fire is 90 degrees - cannon can be moved to change firing arc)Load cannonFire CannonSpot for Cannon firing (improves ability to hit opposing vessel)

You assign each member of your crew ONE of the above tasks at the end of each turn. This is the only type of action they may engage in for the following turn.